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General Tabletop Discussion
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DMs: How Do You Handle Metagaming?
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<blockquote data-quote="Iosue" data-source="post: 6426735" data-attributes="member: 6680772"><p>Agreed. </p><p></p><p> </p><p>My issue is when some players' level and kind of immersion is at odds with others'. In such a situation, I feel that as DM my job is to some degree set the parameters. Nor am I wholly inflexible. In the 4e group I played with, the kind of metagaming I mentioned earlier was the order of the day; the guys loved it. As a player, I got on board with it because that was clearly the rest of the group's preferred mode of play. As a DM I would not endeavor to stifle it, if I was running the game for them.</p><p></p><p></p><p>If there's such a thing as a "meta-game", then it's distinct from the game itself. If you don't believe in the concept of "meta-game", then that's cool, but it's a different discussion. For me, in as much as it's a role-playing game, then decisions made through eyes of the characters are the game, and decisions made through eyes of the players are the meta-game. As DM, my goal is to keep the players in the former mode as much as possible, dropping to the latter mode only when necessary.</p><p></p><p></p><p>I'm not attempting a Unified Definition of Gaming here. I'm explaining my preferences for a certain mode of play, which is the game for all concerned. Other tables, other modes of play, other kinds of games.</p><p></p><p></p><p>A five to 10 minute gap of not being engaged (in combat) in my games is unheard of. Particularly with 5e. That's one reason why I discourage conferences during combat. It's rare that someone takes a full minute to take their turn. DM + 3-5 players means that sometime before 5 minutes is up either a player will be taking a turn, or dealing with enemies attacking them. Tempo is highly important to me, and one way I maintain engagement.</p><p></p><p></p><p>It's all of a piece. OOC tactical discussions encourage players to feel free giving suggestions on other people's turn, or to expound on how a player should do X because he or she is planning to do Y, which will lead to result Z. OOC tactical discussions drag things out, meaning players who are not part of the discussion aren't engaged. OOC tactical discussions are metagame, not in-game. For all these reasons and more, I dislike OOC tactical discussions.</p></blockquote><p></p>
[QUOTE="Iosue, post: 6426735, member: 6680772"] Agreed. My issue is when some players' level and kind of immersion is at odds with others'. In such a situation, I feel that as DM my job is to some degree set the parameters. Nor am I wholly inflexible. In the 4e group I played with, the kind of metagaming I mentioned earlier was the order of the day; the guys loved it. As a player, I got on board with it because that was clearly the rest of the group's preferred mode of play. As a DM I would not endeavor to stifle it, if I was running the game for them. If there's such a thing as a "meta-game", then it's distinct from the game itself. If you don't believe in the concept of "meta-game", then that's cool, but it's a different discussion. For me, in as much as it's a role-playing game, then decisions made through eyes of the characters are the game, and decisions made through eyes of the players are the meta-game. As DM, my goal is to keep the players in the former mode as much as possible, dropping to the latter mode only when necessary. I'm not attempting a Unified Definition of Gaming here. I'm explaining my preferences for a certain mode of play, which is the game for all concerned. Other tables, other modes of play, other kinds of games. A five to 10 minute gap of not being engaged (in combat) in my games is unheard of. Particularly with 5e. That's one reason why I discourage conferences during combat. It's rare that someone takes a full minute to take their turn. DM + 3-5 players means that sometime before 5 minutes is up either a player will be taking a turn, or dealing with enemies attacking them. Tempo is highly important to me, and one way I maintain engagement. It's all of a piece. OOC tactical discussions encourage players to feel free giving suggestions on other people's turn, or to expound on how a player should do X because he or she is planning to do Y, which will lead to result Z. OOC tactical discussions drag things out, meaning players who are not part of the discussion aren't engaged. OOC tactical discussions are metagame, not in-game. For all these reasons and more, I dislike OOC tactical discussions. [/QUOTE]
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